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[B4B]Booty for Booty - Endgame Begins on p10

Booty for Booty is a game of leading your pirate crew on adventures across the high seas with just two goals. Booty, and spending it on other Booty. For those of you who'd played Teen Island or Battle Chef with me this is a similar sort of game.

The rules are found above, but because we're playing on a forum there'll be a few twists. There'll be not one but three ships, competing for the goal of returning to port with 100 Booty. Each ship will have three players that divide the duties of managing the ship, acting in order each turn.

Captain: Decides on the bearing for the ship, assigns the crew to their jobs and, when in Port, decides when to hire new crew.
Deckmaster: Rations out the Grog to the crew and makes the Deck roll, handling any crew events that occur as a result of failing it. Also responsible for rolling on the Sober Pirate table when grog isn't supplied.
First Mate (name pending a better suggestion): Makes the Sail roll and handles any Sea Encounters and Islands to be explored.

(To clarify, these roles are completely separate to the in-game role of Captain that one pirate must always hold).

These changes may screw with the turn order in the rules a little, but I'll work out the specifics when I know how much interest we have. Currently I plan to have every Captain act, then every Deckmaster, then every First Mate.

The game has been a lot of fun in IRC and I'm hoping it'll carry across to the forums well. Those interested post below and we'll draw teams and positions at random if we get enough.

Boring stuff like die rollers and turn limits to materialise once there's interest.

On each turn the Captain of each team will take their actions. Once the final captain has acted the Deckmasters will carry out their actions. Once they are all done the First-Mates carry out their actions. Order between the teams is irrelevant, as long as no one jumps ahead of this turn order.

The actual actions of each player will need to follow the order outlined below.

Example TurnCaptain
- If the ship is in Port, buy Grog and/or new Crew as you wish, rolling up and naming new crewmen hired in this way.
- Set Bearing (Port, Island or a specific Enemy Ship).
- Divide the crew between the three jobs (Helm, Decks, Sails).
- Post the current Booty and Grog counts at the end of your post, even if they have gone unchanged.
CAPTAIN DONE

Deckmaster
- Distribute Grog to crew members, rolling on the Sober Pirate table for any that don't get their Grog.
- Make any Weakness rolls that are needed.
- Carry out the Deck Roll and deal with any events that arise as a result. This includes fighting other ships.
- Post the current Booty and Grog counts at the end of your post, even if they have gone unchanged.
DECKMASTER DONE

First Mate
- Decide which Pirates will be sent on the exploration team in case an island is reached. Note: You must do this even if your current bearing is not Island, as there are still ways you can wash up at an Island.
- Make the Sail Roll, including the names of the Exploration Team in the notes. This is to prevent people assigning crew members to the team after seeing the Island Event.
- Deal with the Port/Island/Sea Event that occurs as a result of the Sail roll.
- Post the current Booty and Grog counts at the end of your post, even if they have gone unchanged.
FIRST MATE DONE

Any responsibilities not mentioned here fall to the Captain.

In addition to the rules in the document there will be the ability to attack other ships.
An enemy ship can be set as a bearing, just like an Island or Port, but to reach the enemy ship you must beat their Sail roll, rather than just scoring 6 or higher. If you reach the enemy ship both ships roll 1d6 and add Swashbuckling and Shootin' to the roll. This roll is carried out by the First-Mate. The loser faces the following consequences.
- Lose 2d6 Booty (or Grog if not enough Booty is available) to the Attackers.
- Roll for each crew member. On a 1 they are killed in the attack.

If a ship fails to reach the enemy it is chasing they roll a Sea Encounter instead.

Yesterday's adventure ended with 24 dead pirates after three trips out to sea. The first journey accumulated a haul of 100 booty. The other two were not as successful. (Especially the last one, since nobody returned from it.)

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lonelyahavaOne day, I will be able to say to myself"I am beautiful and I am perfect just the way I am"Registered Userregular

We got three nice booty-gaining Island Events in succession (Kingdom of Booty, Treasure Cave, and Buried Treasure) to start the game, sending in everyone each time. Of course, it left us with just two pirates by the time it came to head back to port, but lonelyahava got us back safely.

The Captain is responsible for rolling (and naming) their crew and naming their ship. I'll stress that other members of the team are encourages to chip in with suggestions for names of both pirates and ships. Listen to your team-mates, captains!

All rolls through Invisible Castle, with links and be sure to add what you're rolling for in the notes (requires signup but it's free). Your character name is your forum name and the campaign name is Booty. Once I have a ship and crew from every captain I'll post a clearer turn order and explain how exactly we're going to do this.

DBM: If you're interested in playing I can put you on the reserve list in case of dropouts.

I read through the rules that didn't include events, but I didn't quite understand how the game was played. I'll probably give them a more thorough reading later. So this is PbP, or in IRC?

Its PbP but it works extremely well in the IRC channel.

The game is basically played by managing the events, so if you read a few, you'll get an idea of the sort of things you have to cope with. You roll up a crew, and set sail. Every round you must ration out grog to your crew. Crew that receive no grog may end up going crazy and doing Bad Things. Depending on how many crew are assigned to which tasks as well as how well you roll, you may or may not reach your destination (either an island to plunder, or port to restock grog and crew). Every turn you must roll on several of the event tables, depending on where you are, with the possiblity of good and bad things happening. The gist of the game is resource management of booty (which is generally gained from island events) and grog (which is purchased at port with booty), and dealing successfully with the events you roll. Certain pirate traits give you bonuses to handling the events.

Ahava: You can only have one of each Legendary Pirate. The second one keeps his strengths but doesn't gain the special legendary bonuses, and will also need a Feature to differentiate him.

Also, as Erandus said, when you roll a 6 for Pirate Strength you should name the first Strength you're choosing in the notes for the bonus Strength roll. So if I roll a 6 and decide I want Shootin' for my first Strength I have to put that in the notes section of the roll to find the second Strength.

Noone needs to reroll anything to meet that new rule, as it was an oversight on my part.